Sinbad the Sailor (2026)
An illustrative reimagining of Sinbad the Sailor as a game-like interactive story website. Utilising subjective mapping rather than imperial cartographies, the project refuses hegemonic map logics shared by both video games and geopolitics, instead wielding navigation as a tool for dynamic, user-led storytelling and information-gathering.
Play here: Sinbad the Sailor
Crosshair (2026)
In response to my research question of “How do video games reproduce imperialist rhetoric through narrative and mechanics?”, I created a readable, navigable essay in the form of a pixel game. Using disappearing “items” as dialogue-carrying NPCs, the game gradually empties as players progress, echoing the violent, hyper-individualist logics of first-person shooters. It explores the following confrontation: Who is your crosshair really aimed at?
Play here: Crosshair